SetPedAnimation: Difference between revisions

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Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one.
Sets the current [[Animations|animation]] of a [[player]] or [[ped]]. Not specifying the type of animation will automatically cancel the current one.
{{Warning|It is possible that an animation will be cancelled if you use setElementFrozen on the ped, but this does not happen all the time.}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
                       bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250 ] )
                       bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[ped]]:setAnimation||getPedAnimation}}
{{OOP||[[ped]]:setAnimation||getPedAnimation}}
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*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.
*'''freezeLastFrame:''' if set to ''true'' after animation the last frame will be frozen, otherwise the animation will end and controls will return.
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.
*'''blendTime:''' how long the animation will mixed with the previous one in milliseconds.
{{New items|3.0157|1.5.7|
*'''retainPedState:''' will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. This may be extended in the future to support other states/tasks.
|16632}}


===Returns===
===Returns===
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</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.5.7-9.16632|Added retainPedState argument}}


==Issues==
==Issues==
{{Issues|
{{Issues|
{{Issue|9522|Setting a [[ped|ped's]] or [[player|player's]] animation whilst occupying a [[givePedJetPack|jetpack]] will remove their jetpack, but not the jetpack sound}}
{{GH_Issue|1110|retainPedState in setPedAnimation() does not work when latency reduction is set to 1}}
{{GH_Issue|1090|A replaced "weapon_crouch" animation gets reset to default when using setPedAnimation()}}
{{GH_Issue|953|setPedAnimation() "interrupt" and "time" has no effect in certain situations}}
{{GH_Issue|512|setPedAnimation isn't synced properly on server side}}
{{GH_Issue|467|Ped animations don't sync for new players}}
}}
}}


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{{Ped_functions}}
{{Ped_functions}}
[[ru:setPedAnimation]]
[[ru:setPedAnimation]]
[[HU:setPedAnimation]]

Revision as of 16:36, 26 October 2019

Sets the current animation of a player or ped. Not specifying the type of animation will automatically cancel the current one.

[[|link=|]] Warning: It is possible that an animation will be cancelled if you use setElementFrozen on the ped, but this does not happen all the time.

Syntax

bool setPedAnimation ( ped thePed [, string block = nil, string anim = nil, int time = -1, bool loop = true, bool updatePosition = true,
                       bool interruptable = true, bool freezeLastFrame = true, int blendTime = 250, bool retainPedState = false ] )

OOP Syntax Help! I don't understand this!

Method: ped:setAnimation(...)
Counterpart: getPedAnimation


Required Arguments

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • block: the animation block's name.
  • anim: the name of the animation within the block.
  • time: how long the animation will run for in milliseconds.
  • loop: indicates whether or not the animation will loop.
  • updatePosition: will change the actual coordinates of the ped according to the animation. Use this for e.g. walking animations.
  • interruptable: if set to false other tasks wont be able to interupt the animation. Setting this to 'false' also gives this function more power to override other animations that are running. For example, squatting after a jump can be terminated.
  • freezeLastFrame: if set to true after animation the last frame will be frozen, otherwise the animation will end and controls will return.
  • blendTime: how long the animation will mixed with the previous one in milliseconds.
  • retainPedState: will restore the task which was playing before calling this function. Useful for restoring the crouch task after animation ends. This may be extended in the future to support other states/tasks.

Returns

Returns true if succesful, false otherwise.

Examples

Click to collapse [-]
Server

This example creates a ped, rotates him, and makes him walk:

function makePed()
	local thePed = createPed(56, 1, 1, 4, 315)
	setPedAnimation(thePed, "ped", "WOMAN_walknorm")
end
addCommandHandler("makemyped", makePed)
Click to collapse [-]
Server

This example makes the player sit down and stand up using the command /sit.

function toggleSit(thePlayer)
	if not getElementData(thePlayer, "sitting") then
		setPedAnimation(thePlayer, "ped", "seat_down", -1, false, false, false, false)
		setElementData(thePlayer, "sitting", true)
	else
		-- If you use again this command then your character stand up
		setPedAnimation(thePlayer)
		removeElementData(thePlayer, "sitting")
	end
end
addCommandHandler("sit", toggleSit)

Changelog

Version Description
1.5.7-9.16632 Added retainPedState argument

Issues

Template:GH IssueTemplate:GH IssueTemplate:GH IssueTemplate:GH IssueTemplate:GH Issue
Issue ID Description

See Also